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Phil. Trans. R. Soc.

B (2009) 364, 3549–3557


doi:10.1098/rstb.2009.0138

Place illusion and plausibility can


lead to realistic behaviour in immersive
virtual environments
Mel Slater1,2,*
1
EVENT Lab, Institute for Brain, Cognition and Behavior (IR3C), ICREA-University
of Barcelona, 08035 Barcelona, Spain
2
Department of Computer Science, University College London, London WCIE 6BT, UK
In this paper, I address the question as to why participants tend to respond realistically to situations
and events portrayed within an immersive virtual reality system. The idea is put forward, based on
the experience of a large number of experimental studies, that there are two orthogonal components
that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia
of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility
illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the
case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the
events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual
reality system. Psi is determined by the extent to which the system can produce events that directly
relate to the participant, the overall credibility of the scenario being depicted in comparison with
expectations. We argue that when both PI and Psi occur, participants will respond realistically to
the virtual reality.
Keywords: virtual reality; virtual environment; presence; telepresence; plausibility

1. INTRODUCTION (Psi) and the fusion of these last two in the notion of a
The technology for immersive virtual reality (IVR) virtual body. Throughout this paper I use the notation
has existed for 40 years, initially as a demonstrated PI to represent place illusion and Psi to represent
laboratory-based idea (the ultimate display) plausibility illusion. The reason for this is that we do
(Sutherland 1965) and for the past 20 years as practi- not want the everyday meaning, for example, of
cal, affordable and useful systems. The vast majority of ‘plausibility’, to intrude but rather only the specific
research and development in this area has been to use meanings that we give to these concepts.
it as a way to simulate physical reality. Yet it is a
medium that has the potential to go far beyond any-
thing that has been experienced before in terms of
transcending the bounds of physical reality, through 2. IMMERSION AND SENSORIMOTOR
transforming your sense of place and through non- CONTINGENCIES
invasive alterations of the sense of our own body. In An ideal IVR system will typically consist of a set of
other words, virtual reality has rarely been seen as a displays (visual, auditory, haptic) and a tracking
medium in its own right, as something that can system. The computer maintains a dynamic database,
create new forms of experience, but rather as a which is a digital description of an environment, and
means of simulating existing experience (Brooks Jr the displays are continually rendered from this. The
1999). As has been mentioned before (Pausch et al. visual images displayed will be determined as a func-
1996), it is much like both cinema and television in tion of at least the position and orientation of the
their early days, which were used essentially as a human participant’s head, enabled through head
medium for theatre. Our approach is to treat virtual tracking, and ideally should also include tactile,
reality as providing a fundamentally different type of force-feedback, heat and smell displays so that all of
experience, with its own unique conventions and pos- the senses may be catered for. A typical IVR system
sibilities, a medium in which people respond with their today delivers stereo vision that is updated as a func-
whole bodies, treating what they perceive as real. tion of head tracking, possibly directional audio and
This paper presents concepts that may help towards sometimes some type of limited haptic interface. For
understanding how IVR has the power to transform example, the Cave (Cruz-Neira et al. 1993), is a
place and even self-representation. These concepts system where between four and six walls of an approxi-
are immersion, place illusion (PI), plausibility illusion mately 3 m3 room are back-projected stereo projection
screens. The images are determined as a function of
head tracking so that, at least with respect to the
*melslater@ub.edu visual system, participants can physically move
One contribution of 17 to a Discussion Meeting Issue ‘Computation through a limited space and orient their head arbitra-
of emotions in man and machines’. rily to be able to perceive (but not necessarily from
3549 This journal is q 2009 The Royal Society
3550 M. Slater Realistic behaviour in virtual reality

all directions—depending on how many screens there head would have no effect, and therefore such an
are). Audio is typically delivered by a set of speakers action could not be useful for perception. I define
in unobtrusive positions around the Cave. the set of valid sensorimotor actions with respect to a
In a head-mounted display (HMD), the displays are given IVR system to be those actions that consistently
mounted close to the eyes and head tracking ensures result in changes to images (in all sensory modalities)
that the left and right images are updated according so that perception may be changed meaningfully. I
to the head movements of the participant with respect define the set of valid effectual actions as those actions
to the underlying virtual environment. The separated that the participant can take in order to effect changes
left and right images for each eye ensure stereo in the environment. I call the union of these two sets
vision. Audio would be delivered via earphones. The the set of valid actions—the actions that a participant
participant has the illusion of moving through a can take that can result in changes in perception or
surrounding, three-dimensional environment that con- changes to the environment.
tains static and dynamic objects, including possibly For example, consider an environment displayed
representations of other people (sometimes real visually through a head-tracked HMD. A participant
people in remote physical locations or virtual people in such an environment can usually quickly learn the
controlled wholly by a computer program). Partici- effect of head movements on visual perception—the
pants can effect changes in the environment—for SCs. Such head movements will be valid sensorimotor
example, if at least one hand is tracked, then the par- actions. However, suppose the participant reaches out
ticipant can grab objects and move them to different to touch a virtual object, but feels nothing because
locations, or carry out a variety of other types of inter- there is no haptics in this system. Here, the reaching
action. Further details of such systems can be found in out to touch something is not a valid sensorimotor
Sanchez-Vives & Slater (2005). action for this IVR. Now imagine an environment dis-
Parameters that determine the quality of the experi- played visually on a large back-projected screen—again
ence include the graphics frame rate (how long it takes with head tracking. However, now when the partici-
to graphically render the currently visible portion of pant looks far enough to one side visual elements
the virtual environment), the overall extent of tracking from the surrounding real world would intrude into
(apart from head tracking, how much of the rest of the field of view. Actions that result in perception
body movement is tracked), tracking latency (how from outside the virtual environment are also not
long it takes before a head movement results in the valid sensorimotor actions. Suppose in either system
correct change in the displayed image), the quality of the participant wears a tracked data glove, which is
the images (how great the brightness, spatial, colour represented as a hand within the virtual environment.
and contrast resolutions are), the field of view (how When this virtual hand intersects an object and the
great the visual field of view is compared to what is participant makes a grasping gesture, then the object
possible in normal vision, and how much the displays might be selected and moved to another place. This
surround the participant), the visual quality of the would be an example of a valid effectual action. With-
rendered scene (how much objects appear geometri- out the data glove, the moving and grasping action
cally to appear like what they are supposed to depict, would have no effect, and therefore would not be a
and how realistic the illumination is), the dynamics valid effectual action. With today’s generally available
(how well does the behaviour of objects conform to technology, participants will not experience a virtual
expectations) and the range of sensory modalities reality system with generalized haptics, so that this
accommodated (and within each sensory modality dimension of SC will always fail if tested—for example,
the fidelity of its displays). In previous work (Slater & if a participant in a virtual reality touches some arbi-
Wilbur 1997) we defined the concept of immersion as trary virtual object they would feel nothing. The
a description of the characteristics of a system: for whole aspect of physicality is typically missing from
example, by definition, one system would be more virtual environment experiences—collisions do not
‘immersive’ than another if it were superior on at least typically result in haptic or even auditory sensations.
one characteristic above—for example, higher display There is a fundamental difference between an
resolution or more extensive tracking, other things immersive and non-immersive system: in an ideal
being equal. Next I discuss a more conceptually immersive system it is possible in principle to fully
useful way to classify the degree of immersion. simulate what it is like to go into a non-immersive
Immersive systems can be characterized by the sen- system. For example, using a head-tracked HMD
sorimotor contingencies (SCs) that they support. SCs with appropriate haptics and sound, it is theoretically
refer to the actions that we know to carry out in order possible to construct a virtual environment in which
to perceive, for example, moving your head and eyes to a participant can virtually carry out all of the actions
change gaze direction, or bending down and shifting of sitting down at a desktop display, and experience
head and gaze direction in order to see underneath that situation as a scenario within the virtual reality.
something (O’Regan & Noë 2001a,b; Noë 2004). However, this property of immersive systems is not
The SCs supported by a system define a set of valid symmetric—it is not possible inside a non-immersive
actions that are meaningful in terms of perception display to simulate all of the actions of what it is like
within the virtual environment depicted. For example, to go into an immersive system. The physical capabili-
turn your head or bend forward and the rendered ties of these systems do not allow this. With an HMD
visual images ideally change the same as they would without tracking it would not be possible to simulate
if you were in an equivalent physical environment. If all of the actions corresponding to going into another
head tracking was not enabled, then turning your system, but it would be possible in the Cave or
Phil. Trans. R. Soc. B (2009)
Realistic behaviour in virtual reality M. Slater 3551

HMD with tracking to simulate what it is like to go is rooted in teleoperator systems, and is the feeling of
into an HMD without tracking. Hence there is a natu- being at the place of a remote physical robot that
ral set of equivalence classes, of systems that can be the user is operating (telepresence) (Minsky 1980).
used to approximately simulate one another (e.g. in In the early 1990s this idea was transplanted to virtual
principle it is possible to approximately simulate the reality, where instead of being at the remote physical
Cave in an HMD, and simulate an HMD in the environment, the participant was in a virtual environ-
Cave, so these are in the same equivalence class). ment with a sense of being at the place depicted by
They are all varying degrees of direct simulations of the virtual displays (Held & Durlach 1992; Sheridan
physical reality. 1992).
In a system such as the Cave it is possible to use its We reserve the term ‘place illusion’ (PI) for the type
associated valid actions to produce the SCs necessary of presence that refers to the sense of ‘being there’.
to ‘perceive’ a virtual environment displayed (for This terminology is used in order to avoid confusion,
example) on a desktop system. It is not possible to to make it clear that we refer specifically and only to
use the valid actions that one must learn for percep- the strong illusion of being in a place and not to
tion of a virtual reality displayed through a desktop other multiple meanings that have since been attribu-
system to simulate the valid sensorimotor actions for ted to the word ‘presence’. It is the strong illusion of
perceiving a virtual reality displayed with the Cave. being in a place in spite of the sure knowledge that you
In this view therefore, we describe immersion not are not there. Since it is a qualia there is no way to
by displays plus tracking, but as a property of the directly measure it. However, indirect assessments
valid actions that are possible within the system. Gen- based on questionnaires, physiological and behavioural
erally, system A is at a higher level of immersion than responses have been used, all of which in some way
system B if the valid actions of B form a proper subset compare responses with those that would have been
of those of A. We refer to an IVR that has a set of valid expected in real experiences.
actions that are approximations of reality as a first-order Note that a system with valid sensorimotor actions
system, with corresponding SCs in at least one sensory that have the same range as in physical reality is not
modality. A second-order system is one that has valid sufficient to support SCs that approximate those of
actions as a proper subset of a first-order system, and physical reality. Imagine a participant viewing a virtual
so on for lower orders. Of course, unfortunately, true environment through a head-tracked HMD, but with a
first-order systems do not exist today. very narrow field of view (say 108 horizontally instead
In this framework, displays and interactive capabili- of the more than 1808 of natural vision). Now since the
ties are inseparable. Consider for example the issue of HMD has head tracking, the participant can look
display resolution. At first sight this may appear to around the scene and visually perceive by the full
have nothing to do with interaction or SCs, but in range of head movements possible with natural
fact if the participant wants to examine an object vision. But since the visual capture is significantly
very closely, then the extent to which this is possible less than that in normal vision the participant would
will be limited by the resolution of the display. Rela- have to learn how to perceive in a different way, with
tively low visual display resolution will mean that the greater head movements and patterns of head move-
normal action of bringing an object closer in vision ments to obtain the same information compared to
by moving the body, head and eyes closer to it will normal. This is not to say that eventually with suffi-
fail earlier than it would in physical reality, and at cient movement and after a sufficiently long enough
different times in different systems. learning period these SCs would not become ‘normal’.
It should be noted that the level of immersion is What is left of the distinction between immersion
completely determined by the physical properties of and PI? PI occurs as a function of the range of
the system—what happens when a participant carries normal SCs that are possible. But we have also defined
out a particular act in terms of changes to the displays immersion in terms of the range of SCs that are poss-
is a question of physics—of how the overall physical ible, and an immersion hierarchy formed by the extent
virtual reality and computer systems function. In the to which one system can be used to simulate another.
next section, we discuss the consequences for partici- Apparently PI like immersion has become essentially a
pants of different levels of immersion embodied in property of the physics of the situation. By definition if
different physical systems. a person perceives the virtual world making use of
motor actions to perceive in the same way as perceiving
the real world, but on the other hand knows that this
3. PRESENCE AND PLACE ILLUSION is a virtual reality, then this must give rise to PI
A system that supports SCs that approximate those of (how could it not?). But this would also be the most
physical reality can give rise to the illusion that you are immersive system. So, are PI and immersion now the
located inside the rendered virtual environment. In the same from this point of view?
literature this illusion of location has been referred to Suppose there are two participants who each in turn
as telepresence or presence—the ‘sense of being there’ enter into an immersive system (for example, the Cave
in the environment depicted by the virtual reality system). Person A experiences a low level of PI and B a
system (Held & Durlach 1992; Sheridan 1992; high level. Clearly, if immersion and PI were identical
Barfield & Weghorst 1993; Sheridan 1996; Slater & then this could not occur. But in fact it could occur
Wilbur 1997; Draper et al. 1998; Bystrom et al. (irrespective of individual differences between A and
1999; Sanchez-Vives & Slater 2005). The origin of B). Suppose person B stands in more or less the
the concept of presence as a ‘feeling of being there’ same position and simply looks around, whereas
Phil. Trans. R. Soc. B (2009)
3552 M. Slater Realistic behaviour in virtual reality

person A moves around, looks closely at objects, Just as immersion is bound to a particular set of
touches them and so on. Person A will quickly reach valid actions that support perception and effectual
the bounds of resolution of the system, and see action within a particular virtual reality, so it is reason-
pixels. Moreover, A will expect, touch and feel noth- able to consider that the same is the case with respect
ing, except when bumping into the physical Cave to PI. PI is bound to the particular set of SCs available
walls—a break in PI, since this is a perception from to allow perception within that environment. In other
outside the virtual environment (Garau et al. 2008). words we can only ever talk about conditional PI with
Person A is probing the bounds of perception to a respect to a particular type of system—more specifi-
much greater extent than B, and therefore PI will cally within a particular equivalence class of such
have the opportunity to break more often. systems (Slater et al. 1994). Moreover, the types of
Immersion provides the boundaries within which PI can PI that are possible are qualitatively different for each
occur. Only in physical reality is it not normally poss- equivalent class, and the responsive actions that it can
ible to break those boundaries (except in illness or support will also be qualitatively different. When talk-
brain damage that disrupts the motor and perceptual ing of a system that has SCs roughly equivalent to
process). In any kind of virtual system there will physical reality, a participant can experience the
always be limits beyond which SCs fail to be appli- qualia ‘just like being there’, meaning that the partici-
cable. PI occurs to the extent to which participants pant carries out the same physical actions in order to
probe the boundaries of the system—the more they achieve approximately the same changes in perception
probe, the greater the chance for PI-breaks. This is as in physical reality. It is an illusion of being there
further discussed in §7. made possible wholly by the physical set-up of the
system in conjunction with the extent to which the par-
ticipant probes the system. Now compare this with a
4. PI IN LOWER ORDER SYSTEMS desktop computer game. People can report a feeling
Can PI occur in computer games as used on desktop of ‘being there’ to the extent that they engage in
systems? To what extent can you have a feeling of additional mental recreation that transforms their actions
‘being there’ with respect to a desktop virtual reality for perception into the feeling of being in a space in
system? If we consider PI as based on the extent to which they are clearly not located according to the
which normal SCs apply to perception, then the rules of real-world SCs.
answer is ‘you cannot’. One consequence that follows from this is that when
Recall that in principle it is possible to simulate the a participant in a virtual reality is asked to report,
playing of a computer game itself inside an immersive say in a questionnaire, on their feeling of ‘being
system. In an immersive system you can pull up a there’, the answers that they give are, strictly speaking,
(virtual) chair, sit down, switch on the computer, not comparable across systems with different levels of
etc. The limitation is today’s off-the-shelf technology, immersion, since they are not talking about the same
but with sufficient resources such an application qualia. In the case of a highly immersive system, the
could be built. qualia of ‘being there’ is a direct illusion of the same
Consider one of the claims of the SC approach to type as many visual illusions—it just happens without
perception: ‘The basic claim of the enactive approach trying or doing anything special, as soon as the partici-
is that the perceiver’s ability to perceive is constituted pant enters the environment and especially as soon as
(in part) by sensorimotor knowledge (i.e. by practical they move. In the case of a desktop system the situ-
grasp of the way sensory stimulation varies as the percei- ation is quite different; the feeling reported as ‘being
ver moves).’ (Noë 2004, p. 12). This also happens in there’ if it comes at all is after much greater exposure,
computer games, but the type of sensorimotor knowl- requires deliberate attention and is not automatic—it
edge is different. To look to the left, users make use is not simply a function of how the perceptual system
of a joystick or keyboard presses rather than turning normally works, but is something that essentially
their heads—these would be valid sensorimotor actions. needs to be learned, and may be regarded as more
A whole new array of knowledge is established, which complex.
establishes a particular set of valid actions. Evidence suggests that the use of the same ques-
Now return to the question as to whether it is poss- tionnaire to measure presence across different
ible, or indeed whether it makes sense, to talk of PI systems is highly problematic. In Usoh et al. (2000)
within a desktop system such as a computer game or it was found that standard questionnaires could not
online systems such as Second Life. Consider the fol- discriminate ‘presence’ between physical reality and a
lowing thought experiment (which as stated above is low-resolution HMD-delivered virtual reality of the
realizable today with sufficient resources). A partici- same scene. Hence, PI is the human response to a
pant enters an immersive system such as a tracked given level of immersion, and is bound by the set of
Cave or HMD system, and within that system SCs possible at that level of immersion. The illusion
approaches a (virtual) computer and starts to play a of ‘being there’ does not refer to the same qualia
computer game or Second Life. Now how can we across different levels of immersion. The range of
speak about PI in such a set-up? They can sit by the actions and responses that are possible are clearly
(virtual) computer, pay attention to its display and bound to the SC set that defines a given level of
carry out valid actions with respect to the desktop immersion.
system. But the ‘host’ environment, the one in which It may, however, make sense to compare experience
this is taking place, is also a virtual environment between systems that are in the same immersion equival-
here. So where is PI in all this? ent class. Imagine comparing different Cave systems or
Phil. Trans. R. Soc. B (2009)
Realistic behaviour in virtual reality M. Slater 3553

Caves with HMDs, large power walls and so on. Here appearance and behaviour (Slater et al. 2006a). The
we would be interested in how different features of correlational principle mentioned above produces a
these systems trade off against each other—higher cause – effect relationship. In this case the experimental
resolution compared to larger space, for example, participant pressed a button on a supposed electric
and so on. shock machine and the virtual character playing the
‘learner’ of Milgram’s paradigm responded with
expressions of hurt and anger. The experimental par-
5. PLAUSIBILITY ILLUSION ticipants responded with increasing anxiety with each
While PI is about how the world is perceived, the Psi is wrong answer given by the learner, administration of
about what is perceived. Psi is the illusion that what the shock and painful response of the learner. In the
is apparently happening is really happening (even control condition, when this virtual learner response
though you know for sure that it is not). Based on evi- could not be seen or heard, the anxiety response did
dence over many experiments, it appears that a key not occur. The virtual learner, although humanoid
component of Psi is that events in the virtual environ- in appearance, could never be mistaken for a real
ment over which you have no direct control refer person—with respect to neither appearance nor
directly to you. movements.
Consider in a virtual reality that there is the appear- Similarly, people respond according to type when
ance of a woman standing in front of you. Perceptually speaking to an audience of virtual characters—people
there is something there, in the same space as you; for with a fear of public speaking react with anxiety
example, as you shift your head from side to side, her whereas confident speakers do not (Slater et al.
image in your visual field moves as it would in reality, 2006b). Paranoia, the complex of having persecutory
and you see things behind her that she had been thoughts, provides another example. Here, partici-
obscuring. This is PI. Now she smiles at you and pants in an immersive virtual environment with
asks you a question, and you automatically find your- virtual characters tend to report the same kinds of per-
self smiling back and responding to her question, secutory feelings that they would have in similar
even though you know that no one is there. This scen- situations in reality (Freeman et al. 2003; Freeman
ario has been used in a study of how shy males respond et al. 2005a,b; Valmaggia et al. 2007). In these
to a forward (virtual) woman—a preliminary report is examples, virtual characters exhibiting neutral
available in Pan & Slater (2007). She, the virtual expressions occasionally look at the participant, in
woman, has looked you in the eye, and spoken to the context of a public place such as a train journey.
you. An event (that you did not cause) has related to It has been found in several studies that people with
you. As another example, suppose you move towards a tendency towards paranoia respond to these virtual
this virtual woman, and she steps backward. Again, characters with persecutory thoughts, and this has
an event over which you have no direct control (her been demonstrated in a large sample (200) of the
step backwards) has related directly to you—this time general population (Freeman et al. 2008).
to your action. Since you are as real as can be, and The correlational principle as one of the major fac-
this external sensed world appears to be addressing tors leading towards Psi appears to be critical. Here is
you, the reality of that external world is itself another example. There have been various studies of
enhanced. See also Heeter (1992), who talks about the visual cliff scenario (Gibson & Walk 1960)
this in the context of social conventions such as implemented within a virtual environment that is
handshakes. usually called the ‘pit room’ (Slater et al. 1995). The
Just as PI is maintained through synchronous corre- participant is in an unusual room where the floor is
lations between the act of moving and concomitant just a narrow ledge around an open hole to another
changes in the images that form perception, so I room 6 m below. In one group of experiments the
posit that an important component leading to Psi is task of the participants was to get to the other side of
for the virtual reality to provide correlations between the room. The vast majority of them edge their way
external events not directly caused by the participant and carefully around the ledge at the side rather than
his/her own sensations (both exteroceptive and interoceptive). simply gliding across the non-existent (virtual) pit.
If we consider the avatar that looks at the The utility of this environment is that the expected
participant in the eye (the external event), this would responses are clear: people should show signs of
be likely to cause a response in the participant that anxiety.
could be expressed by physiological changes such as Usoh et al. (1999) found that subjective reports
with respect to heart rate, skin temperature (blushing) of PI were enhanced by participants using their body
and so on—changes associated with the internal feel- to actually walk or simulate walking by walking in
ing provoked by an entity that ‘looks at you’. Seeing place, compared to simply using a pointing device
a chair, say, angled in your direction, does not have and pressing a button to move forward in the virtual
the same associated feeling—it is not something environment. Here appropriate SCs engendered by
directed at you. using the body (i.e. walk) to perceive led to the
It is important to realize that Psi does not require expected increase in PI. Meehan et al. (2002) found
physical realism—witness people’s responses in the vir- that when a physical plank was registered with the vir-
tual reprise of the Stanley Milgram obedience tual plank, so that participants would feel the plank
experiment, where it was shown that people exhibit itself as they placed their foot on the edge, their anxiety
anxiety responses when causing pain to a relatively response (measured here by a change in heart rate) was
low fidelity virtual character in terms of both visual significantly higher than when they only saw the plank
Phil. Trans. R. Soc. B (2009)
3554 M. Slater Realistic behaviour in virtual reality

but felt nothing. Again, SCs (touching) correlated with over this virtual body—it comes to be ‘really’ to
vision could be said to have enhanced PI. However, seem to be your body (even though you know it
in another between-groups experiment (Zimmons & cannot be).
Panter 2003) where different groups of participants Recent research activity in cognitive neuro-
were exposed to the pit room rendered with varying science concerned with body ownership is based on
degrees of visual realism (from wire frame through to the paradigm called the ‘rubber hand illusion’
the realistic lighting distribution known as radiosity), (Botvinick & Cohen 1998; Pavani et al. 2000; Armel &
the different rendering qualities made no difference Ramachandran 2003; Tsakiris & Haggard 2005). In
at all to the responses. this case, synchronous tactile stimulation on the person’s
To add further to this we investigated the impact of hidden real hand and a visible rubber hand
the correlational aspect of Psi (Slater et al. 2009). The that is located in a plausible position in front of them
environment was rendered with real-time ray tracing in results in the illusion that the rubber hand is their
an HMD, so that when the participants moved they hand. This illusion is demonstrated behaviourally
could see shadows and reflections of their virtual through proprioceptive drift, that is participants
body move in correlation. Here we compared two pit blindly point to their felt hand position as the rubber
environments that were the same, except that one hand position rather than to their true hand. If the tac-
had moving shadows and reflections of the partici- tile stimulation is not synchronous, then the illusion
pant’s (virtual) body that moved in real time as their does not occur. This has been repeated in a virtual
body moved (ray tracing), and the other did not (ray environment, and ownership of a virtual arm project-
casting). In a between-groups experiment we found ing in stereo out of the person’s body was evoked
that arousal and anxiety (as measured by skin con- when synchronous visual stimulation to the virtual
ductance, heart rate and heart rate variability) were hand and tactile stimulation to the real hand were
higher for the group that experienced the shadows and provided (Slater et al. 2008).
reflections than for the other group. This same type of technique has been extended to
Psi is therefore an illusion akin to PI—one that give illusions of whole body displacement (Ehrsson
occurs as an immediate feeling, produced by some 2007; Lenggenhager et al. 2007; Petkova & Ehrsson
fundamental evaluation by the brain of one’s current 2008)—where the persons (to some extent) feel
circumstances—‘is this real?’ Of course, at a higher themselves located outside their bodies. These are
cognitive level participants know that nothing is illustrations of the powerful effects that the types of
‘really’ happening, and they can consciously decide correlation that we consider as contributing to Psi
to modify their automatic behaviour accordingly. In can have. Virtual reality can transform not only your
the virtual reprise of the Milgram obedience exper- sense of place, and of reality, but also the apparent
iment, more than half of the subjects said afterwards properties of your own body.
that it had occurred to them to stop and withdraw
from the experiment, but they did not do so because
they kept reminding themselves that it was not real. 7. DISCUSSION
The main hypothesis of this paper is that a participant
in an IVR will respond to a virtual reality as if it were
6. THE BODY real as a function of PI and Psi. If you are there (PI)
In physical reality and first-order virtual reality, there is and what appears to be happening is really happening
something very simple that you can do to physically (Psi), then this is happening to you! Hence you are likely
establish your presence. Look down, and you will see to respond as if it were real. We call this ‘response-as-
your body, or see parts of it continuously in peripheral if-real’ RAIR. This framework (immersion, PI, Psi, the
vision. For example, wearing an HMD a virtual body virtual body) leaves open many important questions.
can be portrayed collocated with your real physical First, what is the relationship of ‘reality’ to a first-
body, so that when you do the same movements that order system? We said that a first-order system has
you would do in physical reality to look at your body, SCs that approximate those of reality, but also that if
instead you would see your virtual body. Using one system can be used to simulate a second one,
normal actions you know how to change your sensory then the second is at a lower level of immersion than
stimulation as a function of your actions, and one the first. So, is reality at a lower order of immersion
action that is not special compared to other actions is than a first-order IVR? Clearly not, since there must
to look down and see yourself. always be actions that are possible within reality that
The body is a focal point where PI and Psi are are not valid actions of the IVR. If this were not the
fused. As we have argued, the action involved in look- case, then the IVR would be indistinguishable from
ing at your own body provides very powerful evidence reality and the issue disappears.
for PI (your body is in the place you perceive yourself Second, is PI with respect to any particular (equiv-
to be). However, this virtual body is not yours, it is a alence) class of systems measurable? We suggest that
representation of you. In principle, you have no control PI should be treated as binary—it is a qualia associated
over what it does. Now suppose you move your limbs with an illusion. Either you get the illusion or you do
and you see the limbs of this virtual body move in syn- not—you cannot partially get an illusion. But its
chrony. This is a very powerful event in the external measurement can still be continuous—providing a
world that clearly relates to you—a correlation between kind of fuzzy estimate of PI. Let us consider an
proprioception and visual exteroception. Further, it is example. Suppose a particular IVR supports SCs
likely that there would be some degree of ownership associated with horizontal head rotation, but no
Phil. Trans. R. Soc. B (2009)
Realistic behaviour in virtual reality M. Slater 3555

other head rotation. So provided that you look around human participant to the important issue—is this
while maintaining your eyes approximately in the same really happening? Now, of course, the participant
plane, the visual images update appropriately. In other knows that it is not happening, and this cognitive
words, the SCs work only for yaw rotation but not for knowledge can certainly dampen down or entirely
pitch and roll. Other things being equal, if a partici- change responses away from the instinctive first reac-
pant looks around a scene only using yaw head tions (to smile back at the character smiling at you,
rotation, there would be uninterrupted PI. However, but then thinking—why am I doing this, there is no
as soon as pitch or roll rotations are made, PI would one there?—and consequently stop smiling and
be broken. If we take as a measure the proportion of ignore the character). We here put forward the idea
time that the participant makes only yaw head that the maintenance of these types of reactions may
rotations, then this would be continuous, even depend on the credibility of the events that are
though the underlying phenomenon is binary. This taking place—how much do they conform to expec-
idea of ‘breaks in presence’ measure was introduced tations of what would normally happen in the
by Slater & Steed (2000) using a simple Markov circumstances portrayed? This layer of conformity
chain stochastic model of transitions between ‘present’ with expectation, with prior knowledge and beliefs,
and ‘non-present’ states. must also play a very important role in maintaining
Second, I put forward the idea here that PI can the illusion that the events occurring are true. This is
be different in different modalities. Hence a person particularly important when the IVR is used to con-
could be in a virtual environment moving through a struct an environment that is intended to study the
virtual cityscape with unbroken PI in the visual behaviour of people in specific circumstances. For
sense, while simultaneously having a conversation example, we have recently started a project on the
with someone who is outside the virtual environment. use of virtual reality for understanding people’s
If we notice the behaviours of the participant, they responses to violence. Here RAIR is of fundamental
would probably exhibit strong signs of PI—for importance—otherwise the enterprise would not be
example, moving through the environment making useful. We not only have to take into account Psi
sure to avoid obstacles. Nevertheless, clearly in the as achieved by events that are in relation to the partici-
auditory domain there is no PI. Similarly, one could pants (e.g. a person involved in a violent confrontation
have auditory PI (with eyes closed) or haptic PI. It is looks directly at the participant and speaks to him or
my contention that provided there are no inconsisten- her), but also of critical importance is the credibility
cies between these modalities, there can be PI in one of the scene itself. If unfolding violence, for example,
domain without there being PI in another. This in the context of a fight between rival football suppor-
point is important because I regard PI not as a ters, does not occur in a way that appears realistic to
cognitive but as a perceptual phenomenon. The the participant, then they are not likely to exhibit
illusion, given the right physical set-up and the appro- RAIR. Therefore, in designing any virtual environ-
priate SCs in a particular modality, is automatic—it ment it is particularly important to model the events
can coexist with different (but not contradictory) and interactions so that they depict a likely scenario.
sensations in another modality. In this sense Psi is far more difficult to achieve
Third, is Psi measureable? Since this is a new con- than PI. The latter relies on a set-up that supports
cept for virtual environments, this has not been essential SCs, a matter that depends on the physical
previously attempted. However, it is likely that system of tracking and displays, and the implemen-
‘breaks in Psi’ could be usefully employed—when the tation of the algorithms needed to use these.
participant carries out actions that step outside Moreover, it is known that people can within limits
the reality of what is occurring in the virtual reality. be unaware of the exact consequences of their motor
For example, a virtual character talks to the participant actions, so that there is some leeway in the accurate
who ignores this, or a character breaks social norms representation of their movements (Fourneret &
such as those of proxemics, and moves too close to Jeannerod 1998). However, Psi requires a credible
the participant, who does not respond in any measur- scenario and plausible interactions between the parti-
able way. This would be considered a ‘break in Psi’. cipant and objects and virtual characters in the
Moreover, experience from many past studies suggests environment—with very little room for error. A
that breaks in PI and breaks in Psi have different conclusion is that the area of Psi is now a more fruitful
characteristics. When PI breaks it can quickly and challenging research area than PI.
recover—in our example of yaw-only head rotations,
if the participant steps outside this limitation then PI
will break, but recover again as soon as yaw-only 8. CONCLUSIONS
head rotations are resumed. This only emphasizes We have previously defined presence in virtual reality
that PI is very much a perceptual illusion. On the as the extent to which people respond realistically
other hand when Psi breaks, it is unlikely to recover. within a virtual environment, where response is taken
Once you have ceased to accept the ‘reality’ of that at every level from low-level physiological to
virtual character, for example, Psi does not usually high-level emotional and behavioural responses
reform again. For examples, see the report by Garau (Sanchez-Vives & Slater 2005). Although we stand
et al. (2008). by this approach, we find the terminology problematic.
Finally, there is likely to be another layer of Psi that The word ‘presence’ has come to have multiple mean-
has not been considered in this paper. We have con- ings, and it is difficult to have any useful scientific
sidered Psi as an automatic and rapid response of the discussion about it given this confusion. We suggest,
Phil. Trans. R. Soc. B (2009)
3556 M. Slater Realistic behaviour in virtual reality

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